Condition/Action Rulesets Thread

    MilitantCollective

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    So in an effort to streamline the process for Schema to add conditions/actions rather than us spamming up his inbox. Im going to create this thread to allow us to suggest additions to the lists.

    Just upvote the ones you all like.
     
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    NeonSturm

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    Condition: One base has high shield value (80%+) and System = xyz (my coordinates)
    Action: Buff bases with 20% shield value or less by 20% (stackable).

    Stations in that System will more or less share shield power. Drop all below 80% to get a commonly weak shield.
    Grows like 120%, 140%, 160% damage absorbed for 100% shield points.

    First reason in my mind: Promote separation of assets, aside one homebase with lag-creating assets docked on it.
     
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    jayman38

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    Conditions:
    Source Sector contains... (friendly base/claimed planet/unclaimed planet/empty space/trade station/enemy base/neutral base/enemy or neutral base/enemy planet/enemy ship/nebula/black hole/etc.) (Thank you, kikaha.)
    Destination Sector contains...
    Any Sector along jump path contains...
    All Sectors along jump path contains...
    Adjacent Sector contains...
    Current weapon tick damage is greater than x...
    Current weapon tick damage is less than x...
    Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Flag x is y...
    Compound (multiple conditions)

    Actions:
    Increase Jump Drive Range... (by x sectors/by x percent/by x meters/etc.)
    Decrease Jump Drive Range...
    Increase Warp Ring Power Usage... (by x E/by x percent/by x blocks on jumping ship/etc.)
    Decrease Warp Ring Power Usage...
    Increase Jump Drive Power Usage...
    Decrease Jump Drive Power Usage...
    Increase Jump Drive Power Generation... (same as decrease power usage?)
    Decrease Jump Drive Power Generation... (same as increase power usage?)
    Increase weapon range... (for source sector/current sector) (by x sectors/by x percent/by x meters/etc.)
    Decrease weapon range...
    Increase weapon damage...
    Decrease weapon damage...
    Randomize weapon firing failure... (x% chance of not firing once every y shots or z seconds)
    Randomize Stealth subsystem failure... (x% chance of turning off every y seconds or z scans)
    Add x E to energy store per y seconds...
    Remove x E from energy store per y seconds...
    Randomize lights failure (x% chance of turning off all lights once every y minutes) (Temporary: Turns back on every z seconds)
    Randomize lights flickering (x% chance of flickering all lights once every y minutes for z seconds)
    Display messagebox
    Display warningbox
    Display commbox/numpadbox/inputbox/etc.
    Set flag x to y

    Role-playing rule:
    If input (from commbox/numpadbox/inputbox/etc.) is x.... (then display another inputbox, display messagebox, or flicker the lights, etc.)
     
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    Conditions:
    Source Sector contains... (friendly base/claimed planet/unclaimed planet/empty space/trade station/enemy base/neutral base/enemy or neutral base/enemy planet/enemy ship/nebula/black hole/etc.) (Thank you, kikaha.)
    Destination Sector contains...
    Any Sector along jump path contains...
    All Sectors along jump path contains...
    Adjacent Sector contains...
    Current weapon tick damage is greater than x...
    Current weapon tick damage is less than x...
    Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Flag x is y...
    Compound (multiple conditions)

    Actions:
    Increase Jump Drive Range... (by x sectors/by x percent/by x meters/etc.)
    Decrease Jump Drive Range...
    Increase Warp Ring Power Usage... (by x E/by x percent/by x blocks on jumping ship/etc.)
    Decrease Warp Ring Power Usage...
    Increase Jump Drive Power Usage...
    Decrease Jump Drive Power Usage...
    Increase Jump Drive Power Generation... (same as decrease power usage?)
    Decrease Jump Drive Power Generation... (same as increase power usage?)
    Increase weapon range... (for source sector/current sector) (by x sectors/by x percent/by x meters/etc.)
    Decrease weapon range...
    Increase weapon damage...
    Decrease weapon damage...
    Randomize weapon firing failure... (x% chance of not firing once every y shots or z seconds)
    Randomize Stealth subsystem failure... (x% chance of turning off every y seconds or z scans)
    Add x E to energy store per y seconds...
    Remove x E from energy store per y seconds...
    Randomize lights failure (x% chance of turning off all lights once every y minutes) (Temporary: Turns back on every z seconds)
    Randomize lights flickering (x% chance of flickering all lights once every y minutes for z seconds)
    Display messagebox
    Display warningbox
    Display commbox/numpadbox/inputbox/etc.
    Set flag x to y

    Role-playing rule:
    If input (from commbox/numpadbox/inputbox/etc.) is x.... (then display another inputbox, display messagebox, or flicker the lights, etc.)
    Excellent !
     
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    MilitantCollective

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    jayman38 believe it or not most of these are already a thing. We've been writing rulesets for about 8-10 hours a day for 3 days. They exist using effectconfig.cfg and action:Apply Effect
    [doublepost=1546466473,1546466358][/doublepost]Groovrider anyway this can get pinned to help schema keep these organized?
     

    NeonSturm

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    It is much easier to make reactors gonna boom than set shield percentage by actions.

    Deep code zone - only for insiders.